How does the whole UV swapping thing work? That basic suit, just being a genesis body with the head lopped off and little booty toes added on in place of the normal ones, I almost wonder if there'd be a way to load genesis' uv's to it?

No idea if that's possible, Joe. However, if you click on the link to the Bug report in my first post, a guy made a work-around using the full Supersuit UV's and "repairing" the Basic Suit so the UV map won't overlap.

I haven't tried that trick but there is an upside and a downside to it. The upside is (provided I could do it), I could use that for personal use.

The downside is, I could only use it for personal use. Any textures I made with it I would not be able to share. And if I were a Vendor, this would also frustrate me because I wouldn't be able to sell any textures made for the Basic Supersuit. Which, in the end, makes the Basic Suit practically useless.

The problem with doing as suggested in the bug report is that you have to create a new material zone, it doesn't matter what you do that new MAT zone will have be written into the figures main DSF file, and you can't distribute that file.

Failing the vendor/DAZ fixing this, then the only choice is to export the mesh, fix the UV in something like UV Mapper, then use the "load UV set" function in the Surfaces tab's options menu to import the fixed .obj's UV into the figure, then you can go "file > save as > support asset > UV asset" and save a custom UV DSF, which you can then freely distribute with your textures.

The problem with doing as suggested in the bug report is that you have to create a new material zone, it doesn't matter what you do that new MAT zone will have be written into the figures main DSF file, and you can't distribute that file.

Exactly, which means DAZ has to fix this themselves.

Failing the vendor/DAZ fixing this, then the only choice is to export the mesh, fix the UV in something like UV Mapper, then use the "load UV set" function in the Surfaces tab's options menu to import the fixed .obj's UV into the figure, then you can go "file > save as > support asset > UV asset" and save a custom UV DSF, which you can then freely distribute with your textures.

Not sure if UVmapper could fix the UV's of the Basic Suit. I'd love to be able to learn how to do that. Are you willing to do a step by step process of how to do what you just said? :)

I just find it sad that they released it knowing it was messed and never bothered to fix it. Complaints about this was brought to their attention months ago.

Some time ago, I started a thread to try and get Daz's attention on bringing Steph 4 Iconic Shape for Genesis out of the vault and into the store. I didn't quit until it was done. Now look, she's in the store where she belongs. :)

I'm not going to let this go. I'm going to keep nagging Daz until they fix this.

I agree that they should fix it, but I think this is something I can fix in a redistributable way, so I will try it as soon as my husband takes my son to visit Grandma for the afternoon (otherwise my son tries to "help" - he is 4...) Being able to load alternate UVs is one of the cooler features of DS and I've done some stuff with that already. I'll drop back in the thread in a little while and show you what I have.

The problem with doing as suggested in the bug report is that you have to create a new material zone, it doesn't matter what you do that new MAT zone will have be written into the figures main DSF file, and you can't distribute that file.

Failing the vendor/DAZ fixing this, then the only choice is to export the mesh, fix the UV in something like UV Mapper, then use the "load UV set" function in the Surfaces tab's options menu to import the fixed .obj's UV into the figure, then you can go "file > save as > support asset > UV asset" and save a custom UV DSF, which you can then freely distribute with your textures.

I agree that they should fix it, but I think this is something I can fix in a redistributable way, so I will try it as soon as my husband takes my son to visit Grandma for the afternoon (otherwise my son tries to "help" - he is 4...) Being able to load alternate UVs is one of the cooler features of DS and I've done some stuff with that already. I'll drop back in the thread in a little while and show you what I have.

Okay, can someone test this out? If it works I'll add it to the freepository.

In order to keep the aspect ratio the same and allow square textures, I opted to scale the torso section down slightly rather than squishing it (I didn't want to rearrange everything and break the rest of the UV, I just separated the back section). I'm open to suggestions for better ways to do it. Unfortunately putting them on separate panels means a different MAT zone as others have mentioned up above.

[Link removed while I get permission from DAZ to redistribute these]

I've included a DS UV asset that should appear as an option when you load a new suit (after you unzip the zip into your library, that is), and I've also included a UV Mapper UV set, in case the other method doesn't work. There's also a set of templates.

Changes to the OBJ need to be RTE encoded, if you're going to distribute the 3d change - UVs can be encoded separately (either as exported uv mapper UVs or as a DAZ uvs support file) without any need to distribute the OBJ. RTE-encoding is basically a way to distribute a "change file" for an OBJ that requires someone to have the original OBJ, so it's possible to include UVs in it, but it's more for stuff like adding a tail to an existing figure.

DAZ Studio allows you to save the UVs along with any MAT file you create, also. UVs are proprietary regardless of the OBJ file so you have to be careful about which UVs you do this with, but since the supersuit UVs are built in (rather than being an add-on like V5) there shouldn't be any way to use them for anything but the Supersuit.

Anyway the gist is that the two UV distribution methods I'm using won't allow any geometry to be reverse engineered out of them; they just apply as changes after you load the geometry you already own.

Not for a DSON file - the uv map is a separate file that can just be dropped into Data\Maker\Product\Base\UV Sets, and shared (as long as it's the sharer's work, of course). Edit: Actually, if these are just the old UVs moved around then yes, it does need permission from DAZ.

This is a DSF file, Richard (not sure why, I'm using 4.5 but that's how it saves a UV support asset). It's based on the original supersuit UV, which isn't mine, but since that's not something that will work on anything but the supersuit, and isn't an add-on like various Genesis UV's, I believe it's acceptable to redistribute.

Oh and it also has a 3d mapper .uvs file, which I believe is just the UVs without the geometry.

The same could be said of the common vertices around the edge of a GeoGraft, but the legal requirement (however silly) iss till that you ask permission. Until someone says otherwise I think that has to be the assumption here. A new uv mapping would be OK of course.

As an aside, .duf is for user files - those that appear in the Content panes. Data files are still using the .dsf file extension.

Okay, can someone test this out? If it works I'll add it to the freepository.

In order to keep the aspect ratio the same and allow square textures, I opted to scale the torso section down slightly rather than squishing it (I didn't want to rearrange everything and break the rest of the UV, I just separated the back section). I'm open to suggestions for better ways to do it. Unfortunately putting them on separate panels means a different MAT zone as others have mentioned up above.

I've included a DS UV asset that should appear as an option when you load a new suit (after you unzip the zip into your library, that is), and I've also included a UV Mapper UV set, in case the other method doesn't work. There's also a set of templates.

This is all free to redistribute with your textures - you can include the whole zip or just repackage the bits you need, whatever works for you. :) That's stated in the ReadMe as well.

Tested! Thankfully, I didn't have to do the UVmapper method. It works! :)